Unite Europe 2017 - The Real-time VFX of Spellsouls
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- čas přidán 9. 07. 2017
- Learn how to raise the quality bar and optimize VFX for real-time usage on mobile devices. Using examples and lessons from Spellsouls: Duel of Legends, developer Nordeus shows how they bridged the gap on concepting, producting, and optimizing the VFX of their in-game spells.
For more information on Unite Europe and future Unite events visit this page. unite.unity.com/
Nikola Damjanov - Nordeus - Věda a technologie
You are welcome! It was a pleasure.
do you use the animation component for the animation of the shaders? or you use uv streams?
@@earlsagayno9015 animation controller and then we animate specific shader parameters
@@damjanmx nice! I learned alot from the talk! I have been doing vfx in unity for our indie game for more than 2 years already. thanks for this
@@earlsagayno9015 then my goal was achieved ;)
@@damjanmx too bad I cant code shaders. I just use the shader graph and do basic shader stuff. I tried making my own all in one VFX shader but we still use special shaders since I only have basic knowledge of such. Im an animator originally but then was given the task to create vfx since game VFX artists in our country is very rare. Anyways, thanks alot! this talk is inspiring!!
"We removed Physics from the engine" I would love to have that engine version
Thank You Nikola for very interesting and informative talk. The shader you have is like a God of All Shaders for VFX :P Kudos to your tech team : )
Thanks for sharing your great knowledge Nikola.
Very interesting stuff! Thank you Nikola!
Those guys did a really good job with their VFX animations!
Some big ones like RIOT could learn from them, cause it's not normal that their master game LoL drops down to 30 fps with an GTX1070 -.-'''
GJ GUYS
Thanks! ;)
要是有中文字幕就好了。听不懂。好难过。很伤心
About the "motion vector" at 23:00 , it's already a built-in shader maybe from 5.6 which is called "Particles/Alpha Blended Anim", it requires setting "custom vertex streams" in particle system renderer module by adding "UV2" and "UV anim". But like Nikola said, don't use it lightly on mobile.
Im pretty sure the "motion vectors" are not the build-in Unity ones (i guess they are based on the transform's position), but rather part of the spritesheet texture. In some 3rd party particle/fluid simulation softwares you can export motion vectors into the textures so your shaders can work with them. In the example he showed, it looked like one big sprite that used a spritesheet (the green rotating ghostly thing). In that case there will be no usable motion vectors given by unity for each "particle", since there are prolly no particles, just one quad.